Evolutionist 2.0 (5e Class)

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Evolutionist[edit]

A half-elven woman covered from head to toe in black robes is confronted by a group of bandits in a dark forest. As they make their demands, she stares at the ground, refusing to make eye contact with them. One of the bandits draws a sword, but before he can take a single step he is abruptly lifted high into the air. The others look on in horror as monstrous tentacles lash out from the woman, grasping him by the throat

Evolutionist[edit]

Evolutionists are terrifying warriors; who rather than building their strength through practice andtraining, improve their natural talents by enhancing and upgrading their body. They reject the idea that they should play the hand they're dealt, instead seeking to change the game.Evolutionists are defined by their yearning to improve their bodies through methods that go beyond mere training. They achieve this through a variety of means, from inventive alchemy and technology to ancient magics or even pacts with otherwordly beings. No matter the method, an evolutionist begins to change and alter their form by augmenting their body or growing completely new appendages.

Class Features

As a evolutionist you gain the following class features.

Hit Points

Hit Dice: 1d8 per evolutionist level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per evolutionist level after 1st

Proficiencies

Armor: Light
Weapons: Simple Weapons, shortsword, rapier
Tools: Herbalism kit, alchemist's supplies
Saving Throws: Wisdom, Constitution
Skills: Choose 2 from Animal Handling, Arcana, Religion, Investigation, Insight, Intimidation, Perception, Persuasion or Nature

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a simple weapon and a shortsword or (b) A shortbow and 20 arrows
  • (a) Leather armor or (b) Hide armor
  • (a) A component pouch or (b) An arcane focus
  • (a) An explorer's pack or (b) A diplomat's pack

Table: The evolutionist

Level Proficiency
Bonus
Cantrips Spells Known Evolution Pool Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 2 - 8 Evolve, Always equiped
2nd +2 2 2 1 Spellcasting, Bond Senses 2
3rd +2 2 3 1 Archetype 3
4th +2 2 3 1 Ability Score Improvement 3
5th +3 2 4 1 4 2
6th +3 2 5 1 Maker's Call, Second Summon 4 2
7th +3 3 5 1 Archetype Feature 4 3
8th +3 3 6 1 Ability Score Improvement 4 3
9th +4 3 7 2 4 3 2
10th +4 3 7 1 Loyalty 4 3 2
11th +4 3 8 1 4 3 3
12th +4 3 8 1 Ability Score Improvement 4 3 3
13th +5 4 9 1 4 3 3 1
14th +5 4 9 2 Strong Bond 4 3 3 1
15th +5 4 10 2 Archetype Feature 4 3 3 2
16th +5 4 10 1 Ability Score Improvement 4 3 3 2
17th +6 4 11 1 4 3 3 3 1
18th +6 4 11 2 Requiem 4 3 3 3 1
19th +6 5 12 1 Ability Score Improvement 4 3 3 3 2
20th +6 5 13 1 Archetype Feature 4 3 3 3 2

Class Features[edit]

Evolve[edit]

At 1st level you can assume a form, known as an evolution as you level up you will gain evolution points that you can spend to improve your evolved form, once you spend points they are permanently gone, the evolutionist table will tell you how many points you gain at each level. You start with 8 points at level 1 and will gain more as you level up. Once you spend points they are permanently gone.

When you enter your transformation all of your stats are permmenetly changed to 14. You can enter your transformation a number of times equal to your constitution modifier. Your transformation lasts for 1 minute. It ends early if you are knocked unconscious.

Always equiped[edit]

Any magic item that is currently affecting you will continue to do so when you enter your transformation.

Spellcasting[edit]

At second level the evolutionist has regained his ability to cast spells after temporarily losing it as a side effect of your evolution. As a evolutionist your spell casting ability is Charisma and you cast spells from the summoner spell list. The DCs for your spells is 8+ your proficiency bonus+ your Charisma modifier, while your spell attack bonus is your proficiency bonus+ your Charisma modifier. You know a number of spells according to the evolutionist spells known column on the summoner leveling table. Whenever a evolutionist gains a spell through this feature they may replace one of their previously chosen spells for another of a level that they can cast. The evolutionist also knows a number of cantrips as shown on the cantrips known column of the summoner table. You can only cast spells when you are not transformed

Adapt and evolve:[edit]

Starting at 2nd level, a summoner can, as an action, share the senses of his eidolon, hearing, seeing, smelling, tasting, and touching everything the eidolon does. While doing so, the summoner is completely blind, deaf, unfeeling and cannot taste until they end the effect. There is no range to this effect, but the eidolon and the summoner must be on the same plane. The summoner can end this effect as a bonus action.

Archetype[edit]

At 3rd level, the evolutionist selects an archetype, between Darwinist and Creationist

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Maker's Call:[edit]

At 6th level, as an action, a summoner can call his eidolon to his side. This functions as the spell dimension door. When used, the eidolon appears adjacent to the summoner (or as close as possible if all adjacent spaces are occupied).

Experimental body[edit]

At 10th level, you have evolved past the limitations of flesh you become immune to disease and poison.

Strong Bond[edit]

At 14th level, it takes just 1 bonus action to summon your Eidolon.

Requiem[edit]

Beginning at 18th level, you no longer need to pay for you to summon your eidolon

Evolutions[edit]

An eidolon's abilities are determined by the summoner's level and by the choices made using its evolution pool. Each eidolon possesses a base form that modifies these base statistics. Eidolons are "monstrosities" for the purpose of determining which spells affect them.

Eidolon Skills[edit]

Eidolons are proficient in whatever skills the summoner is proficient in.

Eidolon Base Forms[edit]

Each eidolon has one of five base forms that determines its starting size, speed, AC, attacks, and saving throw proficiencies. These base forms also note any free evolutions that base form possesses. The bonuses from these free evolutions are already factored into the starting statistics.

Quadruped[edit]

- An imposing beast-like Eidolon that dashes on four powerful legs.
Size: Medium
Speed: 40
AC: 10 + Dexterity modifier
Attacks: Bite (1d6)
Saving throws: Dexterity and Constitution
Skills: Choose 2 from Acrobatics, Stealth, Insight, Perception, Survival, and Intimidation
Free evolutions: Limbs (legs) x2, bite, Mount, tail
Special: A quadrupedal Eidolon gains +1 constitution.

Biped[edit]

- An almost humanoid Eidolon that stands upright.
Size: Medium
Speed: 30
AC: 10 + Dexterity modifier
Attacks: Bite (1d6), claws (1d4)
Saving throws: Strength and Constitution
Skills: Choose 2 from Athletics, Stealth, Sleight of Hand, Perception, Survival, and Persuasion
Free evolutions: Limbs (arms), limbs (legs), bite, basic weapon training
Special: A bipedal Eidolon gains + 1 Charisma.

Serpentine[edit]

- A snake-like Eidolon with a long, slender body.
Size: Medium
Speed: 20, climb 20
AC: 8 + Dexterity modifier
Attacks: Bite (1d6), tail slap (1d6)
Saving throws: Dexterity and Wisdom
Skills: Choose 2 from Athletics, Stealth, Nature, Perception, Survival, and Deception
Free evolutions: Climb, bite, reach (bite), tail, tail slap
Special: A serpentine Eidolon gains +1 Dexterity.

Avian[edit]

- A bird or bat-like Eidolon that flits about on wings.
Size: Small
Speed: 30, fly 40
AC: 11 + Dexterity modifier
Attacks: Claws (1d4)
Saving throws: Dexterity and Wisdom
Skills: Choose 2 from Acrobatics, Stealth, Nature, Perception, Survival, and Performance
Free evolutions: Claws, limbs (legs), flight
Special: An avian Eidolon gains +1 Dexterity.

Amorphous[edit]

- An Eidolon that appears as a writhing mass of energy, goo, or flesh.
Size: Medium
Speed: 20
AC: 10 + Dexterity modifier
Attacks: Tenatcles (1d6)
Saving throws: Constitution and Charisma
Skills: Choose 2 from Athletics, Stealth, Investigation, Perception, Survival, and Intimidation
Free evolutions: Tentacle x2, improved damage (tentacle) x2, energy resistance
Special: An amorphous Eidolon gains +1 strenght.

Evolutions[edit]

Each eidolon receives a number of evolution points that reflects the highly adaptable nature that Eidolon's possess. They can be spent to give the eidolon new abilities, powers, and other upgrades. These abilities, called evolutions, can be changed whenever the summoner gains a new level, but they are otherwise set. Some evolutions require that the eidolon have a specific base form or the summoner be of a specific level before they can be chosen. A number of evolutions grant the eidolon additional natural attacks.

Evolutions are grouped by their cost in evolution points. Evolution points cannot be saved. All of the points must be spent whenever the summoner gains a level. Unless otherwise noted, each evolution can only be selected once.

0-Point Evolutions[edit]

Eidolon Type: Choose one “monster type” from the following options; beast, celestial, construct, dragon, elemental, fey, fiend, plant, or undead. The eidolon now belongs to that type. An eidolon without this evolution is treated as being a monstrosity.

Type[edit]

After selecting its base form, choose a type from the following list. Your Eidolon gains the general appearance of a creature of the chosen type, as well as a bonus skill proficiency, and is treated as a creature of that type for spells and other effects.
Celestial: Proficiency with Persuasion and +1 Charisma.
Dragon: Proficiency with Arcana and +1 Constitution.
Elemental: Proficiency with Investigation +1 Intelligence.
Fey: Proficiency with Nature and +1 Dexterity.
Fiend: Proficiency with Deception and +1 Charisma.
Monstrosity: Proficiency with Intimidation and +1 dexterity.
Plant: Proficiency with Perception and +1 Wisdom.
Undead: Proficiency with Religion and +1 Wisdom.
Construct: Proficiency with Athletics and +1 Strength.
Beast: Proficiency with Survival and +1 Strength.

1-Point Evolutions[edit]

The following evolutions cost 1 point from the eidolon's evolution pool.

Bite: An eidolon's maw is full of razor-sharp teeth, giving it a bite attack. The bite deals 1d6 + str mod points of piercing damage (1d8 if Large, 2d6 if Huge). An eidolon cannot make more bite attacks in a turn than the number of bite evolutions it has.Youcan use this attack only once per round.

Claws: An eidolon has a pair of vicious claws at the end of its limbs, giving it two claws. The claws deal 1d4+str or dex mod points of slashing damage (1d6 if Large, 1d8 if Huge). A claw attack can me made as a bonus action when the attack action is made, dealing 1d4 points of damage with no ability modifier. The eidolon must have the limbs evolution to take this evolution.

Climb: An eidolon becomes a skilled climber, gaining a climb speed equal to its base speed. .

Grab: An eidolon becomes adept at grappling foes, gaining the grab ability. Pick bite, claw, pincers, slam, tail slap, or tentacle attacks. Whenever the eidolon makes a successful attack of the selected type, it can attempt to grapple the target as a bonus action. This ability only works on creatures of a size equal to the eidolon or smaller.

Gills: An eidolon has gills and can breathe underwater indefinitely.

Hooves: The Eidolon grows a pair of sharp hooves at the end of its legs. These hooves deal 1d4 + Strength modifier points of slashing damage for a medium Eidolon. After making a successful hoof attack, the Eidolon may choose to make a contested Strength check with the target. If it wins, the target is pushed back 10 feet. This evolution can only be taken once

Improved Damage: One of the eidolon's attacks is particularly deadly. Select one attack and increase the damage die type by one step (1d4>1d6>1d8>1d10 for Medium eidolons, 1d6>1d8>2d6>2d8 for Large eidolons, and 1d8>2d6>2d8>3d6 for Huge eidolons). This evolution can be selected more than once.But must be selected for different limbs

Magic Attacks: An eidolon is infused with magic, allowing it to treat all of its natural attacks as if they were magic for the purpose of overcoming magical damage resistance.

Mount: An eidolon is properly skilled and formed to serve as a combat-trained mount. The eidolon must be at least one size category larger than its rider. This evolution is only available to eidolons of the quadruped and serpentine base forms.

Pincers: An eidolon grows a large pincers at the end of one pair of its limbs, giving it two pincers. The pincers deal 1d6+str points of bludgeoning damage (1d8 if Large, 2d6 if Huge). A pincer attack can be made as a bonus action when the attack action is made, dealing 1d6 points of damage with no ability modifier. Eidolons with the grab evolution linked to pincers gain a +2 bonus on checks made to grapple. The eidolon must have the limbs (arms) evolution to take this evolution. Alternatively, the eidolon can replace the claws from its base form with pincers (this still costs 1 evolution point). This evolution can be selected more than once, but the eidolon must possess an equal number of the limbs evolution. An eidolon cannot make more pincer attacks in a turn than the number of pincer evolutions it has.

Pounce: An eidolon gains quick reflexes, allowing it to take a dash action as a bonus action. This evolution is only available to eidolons of the quadruped and serpertine base form.

Push: An eidolon gains the ability to push creatures away with a successful attack. Select one type of attack. Whenever the eidolon makes a successful attack of the selected type, it can attempt a strength check versus the target's dexterity saving throw. If successful, the target of the attack is pushed 5 feet directly away from the eidolon. This ability only works on creatures of a size equal to or smaller than the eidolon. Creatures pushed in this way do not provoke attacks of opportunity. This evolution can be selected more than once. Its effects do not stack. Each time an eidolon selects this evolution, it applies to a different attack.

Scent: An eidolon's sense of smell becomes quite acute. The eidolon gains advantage on skill checks made to detect creatures by smell. Scent does not allow the eidolon to precisely locate the creature, only to detect its presence.The eidolon can pinpoint the creature's location if it is within 5 feet. The eidolon can use scent to track creatures.

Slam: An eidolon can deliver a devastating slam attack. The slam deals 1d8+str points of bludgeoning damage (2d6 if Large, 2d8 if Huge). The eidolon must have the limbs (arms) evolution to take this evolution. Alternatively, the eidolon can replace the claws from its base form with this slam attack (this still costs 1 evolution point). This evolution can be selected more than once, but the eidolon must possess an equal number of the limbs evolution. An eidolon cannot make more slam attacks in a turn than the number of slam evolutions it has.

Sting: An eidolon possesses a long, barbed stinger at the end of its tail, granting it a sting attack. The sting deals 1d6+ str or dex mod points of piercing damage (1d8 if Large, 1d10 if Huge). A stinger attack can be made as a bonus action when the attack action is made, dealing 1d6 points of damage with no ability modifier. The eidolon must possess the tail evolution to take this evolution.

Swim: An eidolon gains webbed hands, feet, or powerful flippers, giving it a swim speed equal to its base speed.

Tail: An eidolon grows a long, powerful tail.

Tail Slap: An eidolon can use its tail to bash nearby foes, granting it a tail slap attack. The tail slap deals 1d6 + str or dex mod points of bludgeoning damage (1d8 if Large, 2d6 if Huge). A tail slap attack can me made as a bonus action when the attack action is made, dealing 1d6 points of damage with no ability modifier. The eidolon must possess the tail evolution to take this evolution.

Tentacle: An eidolon possesses a long, sinuous tentacle, granting it a tentacle attack. The tentacle attack deals 1d4 + str or dex points of bludgeoning damage (1d6 if Large, 1d8 if Huge). A tentacle attack can be made as a bonus action when the attack action is made, dealing 1d4 points of damage with no ability modifier This evolution can be selected more than once..

2-Point Evolutions[edit]

The following evolutions cost 2 points from the eidolon's evolution pool.

Ability Increase: An eidolon grows larger muscles, gains faster reflexes, achieves greater intelligence, or acquires another increase to one of its abilities. Increase one of the eidolon's ability scores by +2. This evolution can only be selected each time you got an abilty score immprovement. This cannot increase an ability score above 20.

Color Change: Your Eidolon is capable of blending in with its surroundings by changing its external colors. It gains advantage on Dexterity (Stealth) checks.

Constrict: An eidolon gains powerful muscles that allow it to crush those it grapples. Whenever the eidolon successfully grapples a foe using the grab evolution, it deals additional damage equal to half your level as bludgeoning damage. This evolution is only available to eidolons of the serpentine base form.

Darkvision: Eidolon gains the ability to see in the dark. Eidolon has darkvision out to 30 feet.

Flight: An eidolon grows large wings, like those of a bat, bird, insect, or dragon, gaining the ability to fly. The eidolon gains a fly speed equal to its base speed. For 2 additional evolution points, the eidolon flies by means of magic. It loses its wings, and no longer relies on physical means to fly. The eidolon's fly speed can be increased by spending additional evolution points, gaining a 10-foot increase to fly speed for each additional point spent. to a maximun of 40ft

Gore: An eidolon grows a number of horns on its head, giving it a gore attack. This attack is a primary attack. The gore deals 1d8+ str mod points of piercing damage (1d10 if Large, 2d8 if Huge)

Improved Natural Armor: An eidolon's hide becomes more resistant to damage (through the development of thick fur, rigid scales, bony plates, or some other adaptation). While you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

Poison: An eidolon secretes toxic venom, gaining a poison attack. Pick one bite or sting attack. Whenever the selected attack hits, the target makes a constitution save equaling 8+prof bonus of Eidolon + con mod of eidolon. On a failed save, the target takes 2d6 points of poison damage. This poison can be used no more than once per round.

Resist Energy: An eidolon’s form takes on a resiliency to one particular energy type, which is usually reflected in its physical body (ashen hide for fire, icy breath for cold, and so on). Pick one energy type (acid, cold, lighting, fire, poison, or thunder). The eidolon gains resist resistance to that energy type. This becomes an immunity at level 20.

Tremorsense: An eidolon becomes attuned to vibrations in the ground, gaining tremorsense out to a range of 30 feet. This works like the blindsense evolution, but only if both the eidolon and the creature to be pinpointed are in contact with the ground.You can only take this if you are 11th level.

Trip/Knock Down: An eidolon becomes adept at knocking down foes to the ground with its bite, tail slap, slam, or tentacle attack, granting it a trip attack. Whenever the eidolon makes a successful bite, tail slap, slam, or tentacle attack, it can attempt to trip the target. The target must attempt a Dexterity saving throw against a DC of 8+ the eidolon's Strength or Dexterity modifier + the eidolon's proficiency modifier. If the target fails, they are knocked prone. This ability only works on creatures of a size equal to or smaller than the eidolon. The eidolon must possess the bite, tail slap, slam, or tentacles evolutions to select this evolution.

Weapon Training: An eidolon learns to use a weapon, gaining Simple Weapon Proficiency.

Armor Training: An eidolon learns to use armor, gaining proficiency in Light Armor. If 2 additional evolution points are spent, it gains proficiency in Medium Armor and shields.

3-Point Evolutions[edit]

The following evolutions cost 3 points from the eidolon's evolution pool.

Blindsense: An eidolon's senses become incredibly acute, giving it blindsense out to a range of 30 feet. This ability allows the eidolon to pinpoint the location of creatures that it cannot see without having to make a Perception check, but such creatures still have total concealment from the eidolon. Visibility still affects the eidolon's movement and creatures it cannot see still have advantage on attacks against it.You can only choose this evolution if you are level 15

Burrow: An eidolon grows thick and gnarled claws, allowing it to move through the earth. The eidolon gains a burrow speed equal to 1/2 its base speed. It can use this speed to move through dirt, clay, sand, and earth. It does not leave a hole behind, nor is its passage marked on the surface.

Deep Sight: Magic infuses your Eidolon's eyes, allowing it to see perfectly in magical darkness as far as it's darkvision allows it to.

Exotic Resistance: An eidolon's form takes on a resiliency to one of the less common energy types. Pick one energy type (radiant, necrotic, force, psychic). The eidolon gains resistance to that energy type. At level 20, this resistance becomes an immunity to the given energy type.

Frightful Presence: An eidolon becomes unsettling to its foes, gaining the frightful presence ability. The eidolon can activate this ability as part of an offensive action, such as a charge or attack. Opponents within 30 feet of the eidolon must make a Wisdom save or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The DC of this save is equal to 8+ the eidolon's Charisma mod+ the eidolon's proficiency modifier.

Healing Touch: Your Eidolon can heal creatures with a touch. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your summoner level x 5.As bonus action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

Swallow Whole: An eidolon gains the swallow whole ability, giving it the ability to consume its foes. If the eidolon begins its turn with a creature grappled using its bite attack (see the grab evolution), it can attempt to swallow the creature with a second opposed grapple check. The creature can only be up to one size category smaller than the eidolon. Swallowed creatures take damage equal to the eidolon's bite damage each round plus 1d6 points of bludgeoning damage. A swallowed creature keeps the grappled condition, but can attempt to cut its way free with a light slashing or piercing weapon. The amount of damage needed to cut free is equal to 1/10 the eidolon's total hit points. The eidolon's AC against these attacks is equal to 10 + 1/2 its natural armor bonus. If a swallowed creature cuts its way out, the eidolon loses this ability until it heals this damage. Alternatively, the swallowed creature can attempt to escape the grapple as normal. Success indicates that it has returned to the eidolon's mouth, where it can attempt to escape or be swallowed again. The eidolon must possess the grab evolution, tied to a bite attack, to take this evolution.

Web: An eidolon gains a pair of spinnerets, giving it the ability to spin webs. As an action you can throw If it hist the target must make an strenght save against your dc. If the target fails the he target is now restrained by webbing. The target can repeat his save at the end of their turn. You can do this twice per long/short rest

Venom: Your Eidolon can inject enemies with a wicked venom. Select one bite or stinger. Once chosen, this cannot be changed. When it makes a successful attack, the target must make a Constitution save equal to 8 + the Eidolon's Constitution modifier + the Eidolon's proficiency bonus. On a failed save, the target is paralyzed it can repeat this save at the end of every turn.You can do this anumber of times equal to your constitution modifier. This effect can only be used once per turn.

4-Point Evolutions[edit]

The following evolutions cost 4 points from the eidolon's evolution pool.

Blindsight: An eidolon's senses sharpen even further, granting it blindsight out to a range of 60 feet. The eidolon can maneuver and attack as normal, ignoring darkness, invisibility, and most forms of concealment as long as it has line of effect to the target. The eidolon must possess the blindsense evolution to take this evolution.

Breath Weapon: An eidolon learns to exhale a cone or line of magical energy, gaining a breath weapon. Select either acid, cold, lightning, or fire. The eidolon can breathe a 30-foot cone (or 60-foot line) that deals 1d6 points of damage of the selected type equal to half the level the summoner possesses. Those caught in the breath weapon can attempt a Dex save for half damage. The DC is equal to 8+ the eidolon's Constitution modifier+ the eidolon's proficiency bonus. The eidolon can use this ability once long rest.

Dimension Door (Sp): An eidolon learns to cast dimension door as a spell-like ability once per long rest. The caster level for this evolution is equal to the summoner’s caster level. The save DC for this spell is 8 + the eidolon’s proficiency bonus + the eidolon’s Charisma modifier. The eidolon must have a Charisma score of at least 14 to take this evolution.

Large: An eidolon becomes large it deals an additional dice of damage. By spending 2 more points your eidolon becomes huge

Ultimate Magic: An eidolon can cast one of the following spells as a 6th-level spell without a spell slot, using Charisma as its spell casting ability. (Cloud kill, Cone of Cold, Destructive Wave, Flame Strike, Greater Restoration, Hold Monster, Immolation, Insect Plague, Maelstrom, Mass Cure Wounds, Chain Lightning, Globe of Invulnerability, Sunbeam). This Spell may only be cast once a long rest. The eidolon must have a Charisma score of at least 14 to take this evolution. A summoner must be at least level 15 to select this evolution..

Health* An eidolon becomes stronger and its muscles become stronger enabling it to withstand more attacks. Your Eidolon's hp maximum increases by 2. This evolution may be taken more than once. To a maximum of times equal to your eidolon constitution modifier

5-Point Evolutions[edit]

The following evolutions cost 5 points from the eidolon's evolution pool.

Energy Attacks: An eidolon's attacks become charged with energy. Pick one natural attack type and one energy type: acid, cold,force, lightning, fire, thunder, radiant, or necrotic. Whenever the selected attack hits, the target takes 2d8 points of damage of the selected type.

Supreme bond: Whenever you or your eidolon make a saving throw you gain a bonus to the saving throw equal to the Charisma modifier, of the summoner (with a minimum bonus of +1). You must be conscious to grant this bonus.


Sacrifice: The eidolon becomes explosive at its death. Upon death, the eidolon releases a sphere of concentrated energy. Those caught can attempt a Dex save for half damage. The DC is equal to 8+ the eidolon's Constitution modifier+ the eidolon's proficiency bonus. Size of explosion varies depending on your eidolon's size: Tiny-5 foot square, Small-10 foot sphere, Medium-20 foot sphere, Large-30 foot sphere, Huge-40 foot sphere. Damage : 1d6 of force damage per class level.

Magical aura: Whenever you must make a saving throw, you gain a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be at least level 7 to choose this evolution.

Evolutionary: An eidolon that has become the epitome of evolution. Grants an additional evolution point per level

Archetypes[edit]

Eidolist[edit]

You prefer to focus on improving your eidolon above all else, giving it significant increases in its abilities.

Resilient Eidolon[edit]

At 1st level, your Eidolon is stronger than most. it takes the large evolution for free when you would be able to take it. And your hit die becomes a d10

Extra Attack[edit]

At 7th level, your Eidolon can make an additional attack while taking the attack action.But it must attack with a different limb

Evolutionist[edit]

At 11th level, your Evolution Point pool is increased by 1/2 your summoner level (rounded down).

Extra attack[edit]

At 15th level, your eidolon attacks 3 times while taking the attack action. But it must attack with a different limb

Survival of the fittest[edit]

At 20th level, your eidolon becomes the ultimate creature and the pinnacle of evolution The eidolon gains a +4 bonus to Strength or dexterity, a +4 bonus to Constitution, to a maximum of 24

Broodmaster[edit]

Not satisfied with just one creature, you prefer to summon more than just your eidolon, because the more the merrier.

Summon Monster I[edit]

Beginning at 1st level when you choose this archetype a Broodmaster may cast the spell Conjure familiar once per long rest as an action without consuming a spell slot. This spell does not count against the number of spells known by the summoner

Summon Monster II[edit]

Beginning at 7th level, a Broodmaster may cast the spell Conjure Animals or Conjure Lesser Demons (requiring no material component or offering; all other conditions of the spell must still be followed) once per long rest as an action without consuming a spell slot. This spells does not count against the number of spells known by the summoner. This ability has a separate daily use from Summon Monster I.

Summon Monster III[edit]

Beginning at 11th level, a Broodmaster may cast the spell Conjure elemental (requiring no material component or offering; all other conditions of the spell must still be followed) once per long rest as an action without consuming a spell slot. This spell does not count against the number of spells known by the summoner. This ability has a seperate daily use from Summon Monster I and II.

Supreme Summoner[edit]

Beginning at 15th level, a Broodmaster may cast the spell Conjure Fey or Conjure Hezrou (requiring no material component or offering; all other conditions of the spell must still be followed) once per long rest as an action without consuming a spell slot. This spell does not count against the number of spells known by the summoner. This ability has a separate daily use from Summon Monster I and II.

Master Summoner[edit]

Beginning at 20th level, while you are concentrating on a conjuration spell, your concentration can't be broken as a result of taking damage.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Summoner class, you must meet these prerequisites: 13 charisma

Proficiencies. When you multiclass into the Summoner class, you gain the following proficiencies: Arcana and Insight

Summoner Spells[edit]

Cantrips

  • Acid Splash
  • Booming Blade
  • Green-flame Blade
  • Infestation
  • Firebolt
  • Light
  • Lightning Lure
  • Mage Hand
  • Mending
  • Message
  • Minor Illusion
  • Prestidigitation

1st Level

  • Arms of Hadar
  • Bane
  • Beast Bond
  • Command
  • Cure Wounds
  • Detect Magic
  • Earthen Ward
  • Find Familiar
  • Goodberry
  • Guiding Bolt
  • Healing Word
  • Heroism
  • Identify
  • Inflict Wounds
  • Mage Armor
  • Protection from Evil and Good
  • Shield
  • Tenser's Floating Disk
  • Unseen Servant

2nd Level

  • Alter Self
  • Animal Messenger
  • Blur
  • Darkness
  • Darkvision
  • Detect Thoughts
  • Dust Devil (ee)
  • Enhance Ability
  • Enlarge/Reduce
  • Hold Person
  • Invisibility
  • Lesser Restoration
  • Levitate
  • Misty Step
  • Moonbeam
  • Summon Beast
  • See Invisibility
  • Warding Wind (ee)

3rd Level

  • Blink
  • Conjure Animals
  • Counterspell
  • Create Food and Water
  • Dispel Magic
  • Fly
  • Haste
  • Hunger of Hadar
  • Lightning Bolt
  • Mass Healing Word
  • Slow
  • Spirit Guardians
  • Summon Fey
  • Summon Lesser Demons
  • Summon Shadowspawn
  • Tongues
  • Wall of Water

4th Level

  • Banishment
  • Conjure Minor Elementals
  • Conjure Woodland Beings
  • Control Water
  • Dimension Door
  • Dominate Beast
  • Fire Shield
  • Freedom of Movement
  • Guardian of Faith
  • Mordenkainen's Faithful Hound
  • Polymorph
  • Summon Abberation
  • Summon Construct
  • Summon Elemental
  • Summon Greater Demon
  • Wall of Fire

5th Level

  • Cloudkill
  • Conjure Elemental
  • Conjure Volley
  • Creation
  • Dominate Person
  • Hold Monster
  • Mass Cure Wounds
  • Passwall
  • Planar Binding
  • Reincarnate
  • Teleportation Circle
  • Wall of Force

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